Hey now. Not sure if that was directed at my post or not but if it was, then my build was in the constructed forums fairly soon after the expansion release and I've just been updating/tweaking it after I posted a ' finished' build.

It's still a viable and competitive deck in the current meta so it's worth keeping it up to date

Question: Has anyone thought of using the new AER Consulate Dreadnaught with an enchantment or such that makes it into a creature? Like that Siege Modifications? a one-drop and a three-drop for a 10/11 with first strike. It'd be hard to get the three-drop in anything but a White deck (because searching for enchantments is practically non-existent elsewhere as far as I know), but I still love the idea.

Question: Has anyone thought of using the new AER Consulate Dreadnaught with an enchantment or such that makes it into a creature? Like that Siege Modifications? a one-drop and a three-drop for a 10/11 with first strike. It'd be hard to get the three-drop in anything but a White deck (because searching for enchantments is practically non-existent elsewhere as far as I know), but I still love the idea.

It's strictly worse than regular Mardu Vehicles.

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Question: Has anyone thought of using the new AER Consulate Dreadnaught with an enchantment or such that makes it into a creature? Like that Siege Modifications? a one-drop and a three-drop for a 10/11 with first strike. It'd be hard to get the three-drop in anything but a White deck (because searching for enchantments is practically non-existent elsewhere as far as I know), but I still love the idea.

That was one of the very first ideas that popped up on the forum during spoiler season; as 10/11 attacking turn 3 is obviously powerful.The problem is that the combo is easily disrupted by many common removal spells as well as artifact/enchant hate. Also, our available tutors for enchantments are very inefficient unfortunately.

Question: Has anyone thought of using the new AER Consulate Dreadnaught with an enchantment or such that makes it into a creature? Like that Siege Modifications? a one-drop and a three-drop for a 10/11 with first strike. It'd be hard to get the three-drop in anything but a White deck (because searching for enchantments is practically non-existent elsewhere as far as I know), but I still love the idea.

That was one of the very first ideas that popped up on the forum during spoiler season; as 10/11 attacking turn 3 is obviously powerful.The problem is that the combo is easily disrupted by many common removal spells as well as artifact/enchant hate. Also, our available tutors for enchantments are very inefficient unfortunately.

Okay, thanks for the tip. I didn't see anything about it elsewhere, but I didn't look very hard...

I guess this will be first complain: Yes I know auras are very risky, and easy 2 for 1 targets, but you can play around it with this deck, at least in first few turns.

Idea is simple, put as much damage in first 3 turns, and than finish opponent with burn, S. copter, or if we do not get sweeped, with pumping whole team. We have bunch of 1 drops, so we always can play something on turn 1, or 2 spells on turn 2, and we can easily have 3 creatures with total power of 5-6 on end of second turn, if we get cartouche of solidarity on tempo that can be additional 6 dmg on turn 3. Our 2 drops are very good and synergies well. Kessig forgmaster really works well with Cartouche of solidarity because first strike, and can kill 4-6 toughness creatures in block. Usually Aura decks are very vulnerable for 2 for 1 exchanges, however, idea is to rely on speed, and you will always try to enchant weakest creature(usually token), so on that way you protect your more valuable creatures, that would be removed instead. If you get Trial of the solidarity, that is 0 for 1 exchange, because you get Trial returned on cast.

Like I said, plan is very simple, rely on speed, use evasion wisely. You may notice that land count is very high for deck having 17x1 drops, but it is really essential, because you must play all your cards on tempo. Smuggler's copter can help filtering a bit, and Bygone Bishop, and Needle Spire are great for mana sinking.

It is very aggressive deck, and great against slower decks, and usually all decks are slower than this one. Bad match-up are: hidden stockpile deck(never could win against if it played on turn 2), and second is grixis burn. Against other decks you have reasonable chances. Only issue is if opponent draw 3 cheap removals in oppening hand and keep it

I really did not expected this deck will work such good, but it keeps winning. Be aware, that with this deck you can's just play recklessly, you need to plan every turn and consider possible scenario for that turn. Such decks, have very low resources, and you usually need to win with 10 cards, before opponent can build the board state or gain some life and recover.

If you're looking for an aggro deck that's combo-y with fun synergies, Boros Valor may be just what you're looking for. Arguably the most explosive deck you can make in Duels - you can have draws (that aren't super rare) where you're attacking for 20+ damage on T4. It's very fun to play, and can do a lot of entertaining things.

Mana base is pretty greedy, but I'm ok trading a game here and there where I mulligan a string of Hub/Battlements/Abbey (no stable color source) hands to death for those games here and there where I flip Abbey or transform a Garrison for a glorious victory. If you prefer consistency, trade in some Stone Quarrys to help you hit your T4 double color spells on curve (only a single 1 drop makes it no problem to spend T1 playing a tapped land). I wouldn't go above 24 lands cause flooding out with this deck is the worst. Deck is very resilient and can overcome some awkward draws or stalled board states - but it doesn't have any way to power through floods in this version, so taking out a couple spells for Boros tapped lands is no bueno.

Thalia's Lieutenant, Crop-Captain, and Gideon Emblems help you pump weenies to win games you don't draw Valor in. Abbey helps you win stalled games where you can't find/stick pumpers, and I'd run a single copy even in decks I'm subbing Stone Quarrys in for better color consistency. Battlements is primarily a just for fun card - occasionally you'll use the haste option to send in a creature who just valor pumped your team for a bigger swing, and every so often you'll be able to transform Garrison for a Feels Good Man attack. Mostly it's just a colorless land source that's as likely to frustrate you by not producing a color as it is to entertain you with its abilities tho. If you're looking to establish a stronger mana base, this is an easy first cut for Quarry.

I've run versions with Smuggler's Copter for the loot effect to power through floods, and that's a viable option to sub in (just remember to pilot it before your Valor triggers resolve so you can get dem big Copter swings). Another vehicle I've run at times is Aethersphere Harvester - more energy plays well with Hubs, Lightning, and Chasers - lifegain is useful at times, and it's a big butt on defense. They're good cards and proved powerful options in other versions - but current version doesn't use any vehicles cause I got bored with using them in decks. This version is more focused on aggressive synergy and T4/5 wins. If opp durdles till turn 3 or 4, they're ded. This goldfishes like a mother****er, and doesn't leave time for opp to mess around.

There are different ways you can go to make the deck more midrange - using cards like Collective Effort, Chandra, Flamecaller, more removal, vehicles, or even Dragon Fodder. I've tried a bunch of versions and even took Boros Body Bag: Valor in Asskros (deck list in my sig, under Old Lists spoiler tab) to a decent finish in a tourney NGA did - but the list above is best version IMO for ladder play in a post updates Duels world. Best here meaning just the right combination of lethality and fun.

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